Dominions 6
Normalized Capital Population Growth
8件中 1-8 を表示
更新:11月8日 @ 20時10分
更新者:Criptfeind

1.3: Added the ability to start in non forest cave cave types and non deep sea sea types, as only those two types are bugged. Highland start nations will be forced to start in highlands and given a population site, please mention any that I missed! Somewhat breaks compatablity with R&M but I'm not sure if there's an elegant solution to the issues caused by the game not being able to tell what's a highlands and what's a mountain.

更新:2024年12月28日 @ 10時48分
更新者:Criptfeind

Quickfix to bring fertile muds back into line with the new base cave population growth modifier.

更新:2024年5月2日 @ 11時58分
更新者:Criptfeind

Changelog:
Normalizedpopgrowth 1.1.1>1.2
No message on site creation
Swamps now nation agnostic
Site removed if province terrain type changed (Lost Land not working for currently unknown reason, however since that kills all the population anyway it seems to not matter)
Cave capitals are transformed into caves (from crystal/mushroom/drip caves) and given a site now
Deep sea capitals are transformed into sea provinces
Not compatable with ongoing games (probably) so added as a new mod file

Normalizedpopgrowthriverandmoutain 1.0>1.1
No message on site creation
Events happen turn 0 instead of turn 1
Not compatablewith ongoing games (probably) so added as anew mod file

更新:2024年3月30日 @ 18時03分
更新者:Criptfeind

1.1.1 No mechanical changes. Simply changed the "art" "assets".

更新:2024年3月21日 @ 1時33分
更新者:Criptfeind

Quickfix moving all events to rarity 5 instead of rarity 0

更新:2024年3月21日 @ 1時26分
更新者:Criptfeind

R&M 1.0: Added a seperate mod that adds sites to normalize the population growth from rivers and moutains in the capital.

更新:2024年3月21日 @ 0時37分
更新者:Criptfeind

1.1: Added site to EA C'tis, as they start in a marsh as well.

更新:2024年3月20日 @ 9時45分
更新者:Criptfeind